Griff's normalmapped ship remakes

Discussion and information relevant to creating special missions, new ships, skins etc.

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maik
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Re: Griff's normalmapped ship remakes

Post by maik » Wed Apr 12, 2017 5:33 pm

Sounds good--could you post some before/after images please?

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Re: Griff's normalmapped ship remakes

Post by Cody » Wed Apr 12, 2017 5:53 pm

I updated the station bundle... whereupon it threw this:

Code: Select all

18:43:08.764 [shipData.merge.failed]: ***** ERROR:
one or more shipdata.plist entries have like_ship references that cannot be resolved: coriolis-station, icosahedron-station, rock-hermit
Only the once though... subsequent restarts show no errors, and all looks fine in-game.

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Re: Griff's normalmapped ship remakes

Post by phkb » Thu Apr 13, 2017 3:43 am

It looks like these errors occur if you've got the "Griff NormalMap Ship Replace" OXP installed, as it points to these shipdata entries

Code: Select all

	"coriolis-station" = {
		like_ship = "griff_coriolis_mainhull_diamonds";
		roles = "unused";
	};
	<snip>
	"icosahedron-station" = {
		like_ship = "griff_ico_faceplate";
		roles = "unused";
	};
	<snip>
	"rock-hermit" = {
		like_ship = "griff_normalmapped_hermit";
		roles = "unused";
	};
However, these aren't in the Station bundle anymore. Now they're called (respectively) griff_coriolis_mainhull, griff_ico_mainhull and griff_rockhermit in the latest bundle. So we can either get the "Replace" pack updated, or Griff will need to update the station bundle again. Given that the station bundle is approaching 100mb, while the "Replace" pack is just 5kb, I think it would be easier to change that one. I'll let spara know.

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Re: Griff's normalmapped ship remakes

Post by Griff » Thu Apr 13, 2017 10:12 am

Sorry about the renaming mess up guys, i totally wasn't thinking. Previously the stations main shipdata.plist keys were named after one of the sub entites that made up the station (the eg the 'faceplate' or something like that), when i merged most of these subentites into one main object and a seperate dock object for each station i tidied the names up, totally forgetting it might break things.
maik wrote:Sounds good--could you post some before/after images please?
sure, hardly anything has changed in the way the stations look, but oolite has been able to fade out the orbiting stations when viewed from inside the planets atmosphere for quite a while now, the effect wasn't happening on the shadered versions of the stations though so they remaind really odd looking until this update, here's a before and after :)

Image

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Re: Griff's normalmapped ship remakes

Post by Cody » Thu Apr 13, 2017 10:58 am

About that Replace OXZ: if I remove the station bundle, it won't load as it 'requires' the station bundle. Something about that doesn't feel right.

When I removed Griff's alloys and wreckage OXZ (experimenting), Oolite wouldn't load any of Griff's OXZs as they all require it (expected).
Thing was, the long list of 'wasn't loaded' messages locked Oolite up solid, and I had to crash it.


@Griff: you need to change the link in your sig, as those Wiki page links don't work anymore.

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Re: Griff's normalmapped ship remakes

Post by spara » Thu Apr 13, 2017 5:04 pm

Replace bundle pack should now work (1.1.4). Keep on reporting if something is still amiss. Griff, don't revert the datakeys, they make more sense now and are probably better in the long run. Even though there might surface interesting side effects.

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Re: Griff's normalmapped ship remakes

Post by Astrobe » Thu Apr 13, 2017 6:20 pm

I'm a bit confused wrt to the current situation. Apparently, some of the Griff OXP have become part of the standard game because what I see in my game matches what is shown on the wiki. But which ones, exactly?

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Re: Griff's normalmapped ship remakes

Post by Cody » Thu Apr 13, 2017 6:28 pm

CaptSolo made a non-shadered version of Griff's shipset. It was this which eventually became the core shipset.

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Re: Griff's normalmapped ship remakes

Post by Cody » Thu Apr 13, 2017 8:03 pm

I'm not sure if that's working, Griff - your eyes may know better. The klaxon's wailing, and I'm deep in the red here.

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Re: Griff's normalmapped ship remakes

Post by Griff » Thu Apr 13, 2017 9:17 pm

i *think* that's working, i'm not sure if the different planets have different atmosphere thicknesses or not (i've only tested at Lave and Zaonce) but the effect only really kicks in when the altitude bar is right down to the last 3 or 4 'segments'
edit: unless it's only implemented in trunk? i've only tested with trunk oolite

Thanks for fixing the replacement pack spara, sorry about the naming blunder

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Re: Griff's normalmapped ship remakes

Post by maik » Fri Apr 14, 2017 8:33 am

Thanks, Griff!

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Re: Griff's normalmapped ship remakes

Post by Cody » Fri Apr 14, 2017 12:28 pm

Griff wrote:
Thu Apr 13, 2017 9:17 pm
i *think* that's working...
Confirmed (in another system) - and at extreme depth the station disappears.

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Re: Griff's normalmapped ship remakes

Post by Rustem » Sun Nov 25, 2018 10:52 am

Hi!

It may be helpful, if you not installed full pack of the Griff's normalmapped ships.

An optional installation of Griff's normalmapped ships as a overrides set (minimal Cobra MkIII). Including ships, stations, missiles, escape capsule, cargo pods, asteroids and alloys and wreckage. Requires a video card capable of supporting Oolite Shaders. No balances the roles to match the core distribution.

Download here:(link).

If something is wrong, let me know.

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Re: Griff's normalmapped ship remakes

Post by Nite Owl » Sun Nov 25, 2018 11:20 pm

Why in the manifest.plist within your just released replacement OXZ have you listed it as conflicting with the original replacement OXZ? As far as can be determined by my limited knowledge of such things they do two totally different things. Please correct me if this is an error on my part.

Your replacement OXZ alters ship material settings to included the new gloss and other new lighting techniques.

The original replacement OXZ alters the ship role settings and the availability in shipyard settings.

They should be able to work together to make for a unique Ooniverse should a player decide to use both.
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Re: Griff's normalmapped ship remakes

Post by Rustem » Thu Nov 29, 2018 11:00 am

Nite Owl wrote:
Sun Nov 25, 2018 11:20 pm
Why in the manifest.plist within your just released replacement OXZ have you listed it as conflicting with the original replacement OXZ? As far as can be determined by my limited knowledge of such things they do two totally different things. Please correct me if this is an error on my part.

Your replacement OXZ alters ship material settings to included the new gloss and other new lighting techniques.

The original replacement OXZ alters the ship role settings and the availability in shipyard settings.

They should be able to work together to make for a unique Ooniverse should a player decide to use both.
It is necessary in order to not break the original replacement OXZ.
Second, if player installed the original replacement OXZ, then installation the override replacement OXZ is not required.

Agree, I removed its from the list as conflicting(link).

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